The problem with the Star War's MMO is one shared by all of them; as they said in The Incredibles, "When everyone's special, no one is". A powerful hero or villian simply doesn't stand out when the entire world is populated with them.
With one exception: role-players stand out. Even those that may not be good at it, but still try. Bioware did make one MMO - or it was a close cousin to the MMO - that worked: Neverwinter Nights. Where we had the option and ability to serve up our own worlds, and most importantly, administrate them. On the two servers where I worked for the six years doing builds and coding, we rewarded the RPer's with better gear, access to unique and specials builds, and heavy involvement in the plots that really moved and shook the world.
The fact that we provided all this for free was the icing on the cake.
Which points at what I think is the root cause for failure of the MMO - lack of admin/DM/GM participation coupled with no system of adjucating and rewarding roleplay. You could reward players with good twitch skills, but that's already taken care of by success in combat. You simply can't setup a Persistant World, plunk down quest-giving NPC's and monsters, and then ignore it. (I suppose you CAN, but it's not a game or world I'd be playing in).
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Guess I'm a Peter Molyneux fan and didn't know it. I loved Populous, and Dungeon Keeper is still one of the greatest games ever developed, IMO. Can't say I liked Fable, tho'.